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Published by Tannis, 2021-01-31 17:49:01

Chapter 2: Races

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Planar Folkhere is more to the universe that it appears. Children of Night
Ever shifting realities of endless wonder and Humans have been known to travel to lands of mystery in the
terror. These are the places that some hopes of true exploration and discovery. Unfortunately, not all
humanoid beings call home. Not all mortal-like places were meant to be inhabited by the likes of humanity.
The Shadowfell, a place devoid of hope and color, was one of
Traces live on the material plane. Those those very places. Many expeditions were led by humans to
referred to as Planar Folk are people who the Shadowfell, but many remained within it and were altered
originated or now live on another plane of forever into a new species of people known as the fetchlings.
existence. There are many forms of these races of
humanoids, but very few are common or have any reason to One Reality too Far...
put themselves into the affairs of the mortal world. One would think that the Shadowfell was the worst of places
for humanity to have travelled to, one would be wrong. No
People of Balance place is filled with more horror and wonder as that of the Far
The spirit world is a large and vast plane of wonder, mystery, Realm. A place of unimaginable terror, filled with monsters of
and horror. Within its beauty was born a race of humanoids, nightmarish proportions. Most who travel to this place die
often referred to as spirit folk, the jīngshén are a spiritual horrible deaths or find fates worse than so. There are those,
people native to the spirit world. The jīngshén love all and however, that survive the madness. They would be known as
everything that is life and balance itself, bearing love and farwalkers.
kindness to all people. These peaceful people are, in fact, the
humans of the spirit world.

Jīngshén Balanced Societies

"To try and believe that something so beautiful could really The jīngshén have no real concept or use of
exist was beyond my imagination. You truly are a beacon of leaders or governments like the races of the
light and purity that I can only dream of beholding." Desrae material plane. They live harmoniously amongst
looked at Arcturis with a warm, loving smile. "You flatter and each other in villages that span far and wide across
honor me beyond what I probably deserve. I have not done the Spirit World. They believe in a perfect balance
enough in either either world to truly bring enough peace to in all aspects of their lives.
the hearts of others," Desrae said back to Arcturis. "It does
not matter to me for what you have or will do, but only that I In these communities, the jīngshén converse
will be here for every moment of it, with you forever." and decide on anything and everything together as
one voice. Although, there is little reason to have
----Arcturis speaking with is wife Desrae, one of the to ever decide on anything that affects all jīngshén,
Chosen. for there aren't many dangers they face on the
The jīngshén are the humanoid spirits of the Spirit World. regular in their spiritual enclaves. The jīngshén very
Jīngshén tend to be serene and calm, attuned to their rarely have encounters with malicious or
surroundings and at peace with the world. Their spirit mischievous dark spirits.
ancestry gives them an awareness of the Spirit World, and
they show little desire to manipulate that world. They Gladly Accepted
manifest a love and enjoyment of life that many humans can When the jīngshén aren't residing in their natural homes
only envy. within the Spirit World, many typically live as part of human
society, and are accepted as equals in human communities,
Jīngshén look human. Their eyes are slender and their even when their true ancestry is known. They are members
mouths are small. Their eyebrows are very thin and their of human clans, citizens of the empire, and have blood
complexions are very pale or golden. They have no facial or relations who are entirely human. At the same time, they are
body hair, but the hair on their heads are thick and luxurious. part of the Spirit World, and never feel completely at home in
They appear in all the diversity of humans, and many come the mundane life of a human village.
close to the ideal of human beauty in their society.
The jīngshén typically build human-like cities in the Spirit
Bending History World, perhaps due to the fact that they could be distantly
The chi of a jīngshén is far more powerful than that of most related in some way. These cities are often vibrant in flora,
other humanoids. Being one with the world itself makes the fauna, and colors of all kinds. To live in the city of the
jīngshén capable of learning all forms of bending. Though it is jīngshén is to truly live with nature and the spirits themselves.
possible for many to develop any form of bending art, many
jīngshén become masterful in the air bending arts.

Positive Outlooks Spirit Sight. You can see in dim light as if it were bright light,
The jīngshén very rarely have the capability of truly hating and in darkness as if it were dim light, and you can see into
something or someone. Some can't even muster the ability to the ethereal plane, all within 60 feet of you. You can
have negativity in any shape or form. The jīngshén are discern color in darkness. You also can see the trueform of
beacons of hope and peace, to a point where they would a creature if they are shapeshifters. This ability may not
much rather attempt to commune with a savage beast before work on higher beings.
even attempting to defend themselves.
Spiritual Relations. You descend from spirits, therefore you
However, don't take their positivity to give you the secure hold some of their esteem. You have advantage on
thought that they are weak and won't defend themselves or charisma (persuasion) checks when dealing with all spirits,
others. When someone or something intends to harm including dark spirits.
innocents, or anyone for that matter, most jīngshén will fight
to defend those innocents. Most jīngshén, above all others, Languages. You can speak, read, and write Oriental
have a distinct sense to guard and protect children, seeing Common and Kami. Kami is the native tongue of the Spirit
that they are truly the weakest form of humanoid life, and World and is used by most of the higher spirits.
must see to it that they are never harmed. When a jīngshén
has a child, nothing else matters in their life besides them Subraces. The four jīngshén spirit types include: Bamboo,
and their spouse. Crimson, Mountain, and River. Choose one of these options
as your spirit type.
Jīngshén Names
The jīngshén speak in the native tongue to the Spirit World Bamboo Spirit
known as Kami. All jīngshén are given a name at birth, often
resembling the name of other spirits. There are jīngshén who Your spirit type is that of nature and wind, one with the
tend to take human names so as to better acclimate element of air. You gain the following features.
themselves to human societies, but more often than not, their
human name is used primarily as a title. Ability Score Increase. Your Dexterity score increases by
1.
Male Names:
Gale Resistance. You are resistant to force damage.
Aeran, Alaife, Alastor, Angelo, Anim, Auran, Aurin, Daemn, Vanish like the Wind. You can instantly hide while lightly
Desir, Eaden, Ether, Flaym, Hallo, Haunn, Karm, Lloyl, obscured while in a forest or jungle type area.
Menos, Paradai, Rayth, Remane
Crimson Spirit
Female Names:
Your spirit type is that of pure emotion and passion, one with
Apaera, Appara, Arriel, Aurora, Azure, Daeva, Desrae, Dove, the element of fire. You gain the following features.
Elisum, Elle, Elyse, Enya, Guardia, Guida, Karisma, Karmay,
Mystique, Queste, Sentina, Spiri, Topia, Via, Vissi Ability Score Increase. Your Charisma score increases by
1.
Jīngshén Features
Ability Score Increases. Your Intelligence score increases Fire Resistance. You are resistant to fire damage and are
immune to most effects caused by heat stroke.
by 2.
Age. Jīngshén reach adulthood when they are roughly 110 Lava Stride. You can walk and swim through lava for a
limited amount of time before it starts to affect you.
years old and live somewhere between 800 and 1000
years. Some have been known to be immortal. Mountain Spirit
Alignment. Perhaps because of their strong ties to the
natural and Spirit World alike, the jīngshén tend to seek Your spirit type is that of stone and power, one with the
balance between extremes. They tend towards neutral element of earth. You gain the following features.
alignments.
Size. Jīngshén are about the same size and weight as Ability Score Increase. Your Constitution score increases
humans. Your size is medium. by 1.
Speed. Your base walking speed is 30 feet.
Spirit Sense. Your vision also allows you to peer into the Stalwart Build. You are resistant to bludgeoning damage.
spirit world. You can sense or see most spirits within 120 Peak Vitality. You gain proficiency in Constitution saving
feet of you. throws. If you already have this proficiency, then you gain
double proficiency.

River Spirit

Your spirit type is that of ocean and sea, one with the element
of water. You gain the following features.

Ability Score Increase. Your Wisdom score increases by
1.

Depth Resistance. You are resistant to crushing damage.
One with the Stream. You can breathe water and gain a
swimming speed of 30 feet.

Fetchling Shadovar Culture

"We walk the endless dark wastes of the realm of shadow. We Fetchlings are adaptable creatures, and as such
live within the darkness and umbral clutches of the night. We display no singular preference for moral philosophy
are what goes bump in the night. We are the fearful or the rule of law. Most mimic the cultural norms
reflections of our once kin. We are the children of the night." and governmental structures of those they live near
or the creatures they serve. While fetchlings are
----Excerpt from an old Fetchling poem. arguably the most populous race on the shadow
plane, they rarely rule over their own kind; most
Stained by the plane of shadow's endless night, fetchlings serve as vassals or subjects to the great shadow
were once ordinary humans, but are now so different as to be dragons of their homeland, or other spirits of
unwelcome within the material plane. Descended from darkness.
humans trapped in the Shadowfell, fetchlings are now
creatures of darkness and light intertwined. Generations of Above all, fetchlings are survivors. Their tenacity,
contact with that strange plane and its denizens have made versatility, and devious pragmatism have helped
fetchlings a race apart from humanity. While fetchlings them survive the harsh environs of the shadow
acknowledge their origins, they exhibit little physical or plane and plots of the powerful creatures dwelling
cultural resemblance to their ancestors on the material plane, within it. On the material plane, especially if unable
and are often insulted when compared to humans. Some to return to their home plane at will, fetchlings
members of the race also take offense at the name fetchling, tend to cluster in small, insular communities of
as it was given to them by humans who saw them as little their own kind, mimicking the cultural norms and
more than fetchers of rare materials from the shadow plane. political structures of those they trade with.
Most fetchlings instead prefer to be called "kayal", a word
borrowed from the Kami language that roughly translates to Bending History
"shadow people" or "dusk dwellers." Similar to the jīngshén, the fetchlings have no particular
affinity towards an element, and are capable of the use of all
elements.
Children of Shadow
Superficially, fetchlings resemble unnaturally lithe—
bordering or fragile—humans. Their adopted home has
drained their skin and hair of bright colors. Their complexion
ranges from stark white to deep black, and includes all the
various shades of gray between those two extremes. Their
eyes are pupilless and pronounced, and they typically glow a
luminescent shade of yellow or greenish yellow, though rare
individuals possess blue-green eyes. While their hair tends to
be stark white or pale gray, many fetchlings dye their hair
black. Some members of higher station or those who dwell
on the Material Plane dye their hair with more striking
colors, often favoring deep shades of violet, blue, and
crimson.

Solitary Recluses Fetchling Features
Fetchlings will choose to be alone before they will form a Ability Score Increases. Your Dexterity score increases by 2,
group, even with their own kind. They relish the solidarity the
shadows provide and the type of wordless isolation that and one ability score of your choice is increased by 1.
comes with the falling night. Age. Fetchlings reach maturity in their early 20s and can live

By contrast, they hate being the center of attention, and to be over a hundred.
quite literally hate spotlights (and bright lights of any kind, for Alignment. Fetchlings come from a realm of darkness, and
that matter.) Only when pursued or outnumbered is a
fetchling likely to seek concord with others for any length of do not value morality and high-mindedness as much as
time. After the danger has passed, they rarely stick around, other creatures might. As such, they tend to be Chaotic.
and have a reputation for simply vanishing into the night. Size. Fetchlings match humans in average size and weight.
Your size is Medium.
Reluctant Relations Speed. Your base walking speed is 30 feet.
Even though fetchlings as a whole dislike any form of social Superior Darkvision. You have superior vision in dim light
interaction, they often are forced to have contact with some and darkness. You can see in dim light within 120 feet of
individuals, when they do so, they have some personal you as if it was bright light, and darkness as if it was dim
preferences. Because of their shared ancestry, fetchlings light. You can't discern color in darkness, only shades of
interact most easily with humans, though they also find gray.
kinship with genasi and other races that were cut off from Sunlight Sensitivity. You have disadvantage on attack rolls
their home planes or are not native to the material plane. and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are
Their pragmatism and adaptable nature put them at odds trying to perceive is in direct sunlight.
with warlike or destructive races, and when they do have to Fearful Eye. You can cast a horrific gaze upon your enemies.
deal with the hēi'àn elves, goblinoids, or other savage As an action, you can select 1 target that you can see and
cultures, fetchlings will often play the part of the fawning that can see you within 30 feet. This target must make a
sycophant, a tactic learned from serving shadow dragons and Wisdom saving throw. The DC for this save is 8 + your
one they see as key to their race's survival. proficiency bonus + your Charisma modifier. On a failed
save, the target becomes frightened for 1 minute. The
Strangely, their relationship with dwarves and elves are target can repeat the saving throw at the end of each of its
rather strained. Dwarves find fetchlings duplicitous and turns, with disadvantage if it can see you, ending the effect
creepy, while the tension with elves is so subtle and early on a success. A target that succeeds a saving throw
inexplicable that both races find it difficult to explain. against this effect is immune to it for 24 hours.
Recluse. While you are in dim light or darkness, you can take
Fetchling Names the Hide action as a bonus action.
Fetchling names are derived from the ancient Shadovar Dark Spirit Resistance. You are resistant to Dark Spirit
dialect, and feel rough when said in the accent of one who Damage, and you are not vulnerable to Light Spirit
speaks primarily the more so common languages. Damage.
Spiritual Relations. You descend from spirits, therefore you
Male Names: hold some of their esteem. You have advantage on
charisma (persuasion) checks when dealing with dark
Arim, Braje, Drosil, Enan, Ijix, Imat, Inat, Isit, Jegan, Melun, spirits.
Misa, Mujet, Nomem, Qrakoh, Qroca, Rami, Somar, Xeki, Languages. You can speak, read, and write Oriental
Xuju, Yetar, Yujum, Yulix, Yuzic, Zoka, Zuvac Common, Shadovar & one language of your choice.

Female Names:

Acera, Amelisce, Casre, Cenvan, Cohni, Ferhalva, Firhum,
Husven, Inva, Nerzel, Nimva, Renza, Sarsel, Serve, Tanri,
Tanzanze, Thisve, Tholva, Zahvo, Zaitherin, Zerhisvi, Zesruh

Farwalker Phantasms

"I knew this place was filled with nothing but madness, but Not all farwalkers were trained in combat,
this is beyond anything I could have ever imagined!" Kodak preferring to stay within their warded city walls
said in response to laying eyes on the endless expanse of the rather than fight against the terrors just beyond
Far Realm. Suddenly, out of a conflagration of insidious blue them. The highest form of farwalker combatants
flames, multiple levitating eyes with tentacles and engulfed were referred to as phantasms.
completely in blue flame appeared to attack the lost yuèliàng
stranger. "Great, just what I needed, more monsters in my These phantasm were masters of stealth and
face," Kodak said grudgingly. Then to his surprise, he was not infiltration, using all farwalker's natural abilities of
alone. Multiple figures appeared from what seemed like thin invisibility, the phantasms take it to a whole other
air, figures draped in white and blue cloaks, wielding blades level. This meant that they were able to rise above
that emanated vibrant energy. These warriors were swift and all forms of detection while invisible, a secret only
merciless against the abominations. Before Kodak could even discovered and taught by the farwalker council.
perform a technique, these strangers were already rejoicing
with one another after the slaying of the creatures. "What Bending History
were those things exactly?," Kodak said questionaly. One of Not only were their bodies changed forever, but also their
the figures walked up to him with a small grin. "Those my spirits and chi. The chi of the farwalkers are often so
young friend, were oculi, natural pests around this area, you distorted and so chaotic, that they have been known to
haven't gotten around here much have you?," the individual manipulate all forms of bending. This makes them very
said and ended with a light laugh. "Y-young frie-? No! Who, powerful by nature, though many don't actually manifest
better yet, what are you creatures?!" Kodak said, quite bending abilities in any way. Rarely do those who didn't
flustered. "Well, this "creature's" name is Era'tur, that's develop bending abilities at an earlier stage, awaken them at
Merroska over there, and our big friend over here is Nimbus. larter points in their lifetime.
We're farwalkers, and your on our home turf, state your
business."

----Kodak's first encounter with the Farwalkers.

The natural humanoid inhabitants of the Far Realm, the
Yuǎn-xíng-zhě, or in the Kami tongue, farwalkers are the
descendants of human explorers who ended up being
trapped within the Far Realm, resulting in a transformation
unlike any other.

Farwalkers often resemble their distant human cousins,
but had a few defining features that set them distinctively
apart. All farwalkers had luminescent blue or purple eyes,
often coming in solid states where no pupil or iris was
singularly defined. They were often tall and slender with the
similar skin pigments of humans, often accompanied with
luminescent blue cracks that appeared on their bodies,
emanating powerful far realm energy, mystically scarring
their very being.

Planeswalkers Size. Farwalkers match humans in average size and weight,
Farwalkers were originally native to the material plane but but are generally taller. Your size is Medium.
have been sequestered within the Far Realm for centuries,
implying that the secrets of migrating between the planes has Speed. Your base walking speed is 40 feet.
long been known to the farwalkers. To see a farwalker apart Chaotic Sight. Your senses often change at random
from the Far Realm is to see an outsider to your plane, or a
recent descendant of one. intervals. Roll a d6, and refer to the table for the
determined outcome. Once you know which sight you have
Farwalkerss can find lucrative business as merchants, received, roll a d4. The number rolled is the number of days
middlemen, and guides for those seeking to cross the planar that this new sight lasts for. Once the duration of days have
boundaries. They can comfortably exist in both planes, and concluded, follow this sequence again and so on.
are reasonably well acquainted with the hazards, however,
they are accepted by the denizens of the planes almost Chaotic Senses Table
nowhere, other than their own kind within the Far Realm.
d6 Chaotic Sense
Shattered Minds 1 You become blind for the duration.
Many have tried to break the minds and wills of farwalkers, in 2 You gain a darkvision of 300 feet for the duration.
the hopes of controlling both them and their powers. 3 You gain a blindsense of 100 feet for the duration.
Unbeknownst to these individuals, the farwalkers can't be 4 You gain a tremorsense of 200 feet for the duration.
driven insane, for they've already gone mad! Being subjected 5 You gain truesight of 60 feet for the duration.
to the madness of the Far Realm is not without its 6 You have basic senses for the duration.
complications. All farwalkers have become completely
immune to the effects of madness, and as such are Glimpse of Madness. You have the ability to make others
completely unaffected by the deception of creatures and see the horrors of the Far Realm. As an action, choose a
higher beings. creature you see within 10 feet of you. They are forced to
make a Wisdom saving throw against a DC equal to 8 +
Farwalker Names your proficiency bonus + your Charisma modifier. On a
Farwalkers had names that were derived from complex failed save, you lock eyes with the target. The target sees
mixtures of other dialects of the Far Realm, often leading to the horrors and nightmares you see on the daily. The
ones that were completely unpronounceable. Knowing this creature takes 4d10 Psychic damage. You can use this
fact, many farwalkers give themselves human names, since ability a number of times equal to your Charisma modifier
they are their closest relatives, so that they may easily until you must complete a Long Rest.
converse with other humanoids of the material plane.
Far Walk. As an action, you can turn invisible. While
Farwalker Features invisible, you're able to take most actions, but the attack
Ability Score Increases. Your Constitution score increases and bending action.

by 1, and two ability scores of your choice are increased by Far Experience. You gain proficiency in the Acrobatics,
2. Athletics, and Survival skills.
Age. Farwalkers supposedly mature at the same rate as
humans and have no documented lifespan. Many believe Far Detriments. You have disadvantage on Charisma
that they live forever. (persuasion) checks, apart from your spiritual relations.
Alignment. Farwalkers come from a realm of complete
madness and chaos. Most farwalkers have Chaotic Neutral Spiritual Relations. You descend from spirits, therefore you
alignments and have very twisted minds and perspectives hold some of their esteem. You have advantage on
of the world. Some have better grasps on their sanity than charisma (persuasion) checks when dealing with twisted
others. spirits and spirits of madness.

Languages. You can speak, read, and write Oriental
Common, two languages of your choice, and one exotic
language of your choice.

False Livinghe term "False Living" is a very uncommon The Constructed Ones
term generally used for creatures that are
neither alive nor dead. Leading interesting The first race to supposedly be created by mortals are those
lives of isolation from the rest of the world and whose hearts run on gears and wires, with skins of metal and
clothing, with masks for faces, representing single
Tthe afterlife itself. Very few races of beings expressions, the jiànzào were born.
have been given this appropriate title, but it is
still used here and there. No one really knows where they come from, or who is
responsible for their creation. Most just suddenly appear into
The Returned the world, with no memory of where they come from other
than a single name for themselves. Unfortunately, many
This term is actually used for two different kinds of creatures. people take advantage of these creatures and use, buy, and
Either way, this is a term used to describe a creature whose sell them as personal servants, soldiers, and anything that
soul has been returned to their body through a certain state would be of convenience to the rich and powerful.
of limbo that is neither living nor undead. Similar in nature,
but completely different by all other statuses, the two races
that fall under this category are the yìcháng and the huí dào.

Yìcháng At odds with Faith

"To see what is beyond the veil is a sight that no one should Returning from death in this way is not only
behold. Nothing but the clashing forces of dark and light, unnatural, but to some it is blasphemy. Certain
writhing in a constant struggle, and those who fall are merely individuals see the yìcháng as an insult to the gods,
subjected to fall even further through this war beyond that they spit in the face of them when they come
perception. Perhaps this is why I returned, because I wasn't back from behind the veil without any supernatural
ready to become a part of something much bigger than influence.
myself. Or perhaps, I thought I hadn't lived long enough to
figure out the meaning to everything. Either way, I am here, Not all see them in this light. Many see the
and a plan to stick around for a while." yìcháng as a miracle, as a hope that if one was
strong enough, they could live once more, even if
----Hamada, The Book of Souls. it was only for a short time. Some look at the
The yìcháng are deviations from the normal way of life and negatives, while others look at the positives. This is
death. It is unknown what is the exact cause but sometimes, the common perception of the yìcháng as a whole.
a soul removed will return to its body without the use of any
mystical means. Yìcháng still must eat and drink like ordinary Principle Society
people. However, they return with eyes that burnish with the Yìcháng are loyal to each other, opting to seek comfort in
fires of the Underworld. They are known to live until their groups. Together, they possess enough power to stay in touch
bodies wear down at an accelerated rate as they age. with the spiritual world and survive in the material plane.
They will form groupings amongst themselves upon
Nearly identical to humans in appearance, they sport discovery, usually living like a nomadic family with no set
unnatural looking red or orange eyes that can glow or dim location. If possible, they do often live quietly within human
with their emotions. In addition, their pallor is known to cities. However, they may face a witch hunt if discovered.
darken when they are enraged, such that their entire They often talk about things like experiences beyond death
complexion may resemble darkness. The yìcháng, meaning and odd subjects. They have a relationship that is platonic,
anomaly in the Kami language, are individuals of very but deeper than any normal friendship. They are nearly
specific and very strange origins. family in their bonds. They are often hunted by other undead,
like wraiths, and, of course, necromancers. Holy entities or
Bending History religious bodies have often shunned them, but not always.
Along with their fiery passion for living, the yìcháng often
become powerful fire benders. Some theories have led others
to believe that since they escaped the grasp of the
Underworld, they retain bits of the life fire within and harness
its passion and rage for themselves.

Others believe that with their overpowering will to live,
even beyond death's grasp, has sparked a powerful and
emotionally dominating chi spirit. Allowing them to awaken
the fire bending arts within themselves, even to a masterful
degree, sometimes even beyond the mortal capability.

Exclusive to Humans Yìcháng Names
The strangest aspect of the yìcháng is not how or why they The yìcháng often retain the names they once had in life, if
are able to return, but who is able to return in the first place. they can remember them that is. All yìcháng were once
After more and more encounters with members of the human, therefore, they use the same naming conventions of
yìcháng race, many have discovered that they were all once humans if and when they choose a new name.
human. No yìcháng has been found to have ever been a dwarf,
halfling, any of the elven races, or anything other than human. Yìcháng Features
This has puzzled both philosophers and templars for Ability Score Increases. Your Charisma score increases by
centuries. Why humans, what made them so special in this
manner? 2, and your Constitution score increases by 1.
Age. Once they return to their body, the yìcháng are the age of
Many believe that with the combination of a human's
natural tenacity and ambition might lead to an overhaul of their body before their soul was lost, and can continue to
spiritual energy that allows them to essentially break the live for an additional 60 years once returning to their
rules of life itself, in the hopes of fulfilling their previously bodies.
stated ambition. None of this has ever been proven, and none Alignment. They tend to be neutral to best survive and keep
may ever be. out of business that isn't theirs.
Size. The yìcháng are the same size and weight as the human
Strange Tendencies they were before they returned to their body. Your size is
The yìcháng often have traits that differ from their human Medium.
cousins. Some have constant nightmares while others have Speed. Your base walking speed is 30 feet.
the purest positivity for being alive once more. Consider Darkvision. You can see in dim light within 60 feet of you as
rolling or selecting a trait from the Yìcháng Personality Traits if it were bright light, and in darkness as if it were dim
table. light. You can't discern color in darkness, only shades of
gray.
Yìcháng Personality Traits Re-Living. You may not be undead but you have been
touched with death's kiss. You are resistant to Dark Spirit
d6 Personality Trait damage.
1 My dreams are always the same, showing me images Menacing Glare. Using your red eyes, you can scare people.
When you make a Charisma (Intimidation) check you can
from beyond the veil. It terrifies me. cause your eyes to glimmer with rage granting you
2 Now that I have the chance to live for a little bit longer, advantage on the check.
To Know Them. Being similar in nature to undead
I'm going to make the most of it. creatures, you know how to fight them. You have advantage
3 The creatures of the dead want me back. I will not let on all roles against undead creatures.
New found perspective. You gain proficiency in the Element
them take me back. I will not go back. and Stealth skills.
4 Evil creatures hunt me down and wish to kill me. I will Spiritual Relations. Having died once, they have already lost
their faith in the spirits of the spirit world. You have
kill them first. disadvantage on charisma (persuasion) checks when
5 I am slow to trust individuals who follow the paths of dealing with spirits of all kinds.
Languages. You can speak, read, and write Oriental
the gods. They might be out to get me. Common and two exotic languages of your choice.
6 I have forgotten who I was before, and I am constantly

searching for the pieces to put myself back together.

Huí dào Blind Walkers

"Why am I here? A-and where is here? I can't see anything," The huí dào are fundamentally different from the
Carrick said with a nervous stutter. "You are back from yìcháng in multiple different ways, but there is one
beyond the veil, my young friend," a voice echoed from every distinction between them that rise above all
direction. Carrick turned in every direction, unable to see others: The huí dào are all exclusively blind.
anything, as if darkness had engulfed the world. "Do not be
alarmed, the world is still there, you just can't see it anymore," In the process of the huí dào's return to the land
the voice spoke again. "Why can't I see it? My eyes are still of the living, a price must be paid. This price is the
here, but why can't I see?" Carrick said in a confusing tone. luxury of sight being stripped from their being
"It is an unfortunate caveat to your continued existence, forever, never to return. Although they cannot see,
trading one's sight for their life. In some ways, this is merely a the huí dào are not without their other senses. In
minor inconvenience," the voice said in an explanatory tone. some ways, the huí dào can still see, but in far less
"For my life? I died? The last thing I remember was my last detail. Only seeing shapes and silhouette figures,
mission, scouting out a crime lord marked for execution by never being able to discern identity or
the order. Then I felt a pain in my chest, as the tip of a blade differentiation.
had bursted from my chest. Oh gods, I am dead," Carrick said
with a grim realization. "Dead once, dead no longer. You have For few, this is unbearable, but for many, this is
been chosen for a higher purpose, one in which you will save peace of mind. A huí dào's hearing and sense of
many lives," the voice spoke in a confident tone. "If I was smell are heightened to the point that they can
chosen for something, how can I be successful without my identify something by its natural scent or by the
sight? I have never been without it, it was all I ever knew," bending of its joints.
Carrick said nervously with a slight notion of fear in his voice.
"Do not worry, your senses will guide you, the spirits will lead Similar to the yìcháng, the huí dào are individuals who had
you. You must wake up now. You will not remember this their souls forcibly returned to their bodies for varying
discussion, you will have to discover your purpose in your reasons determined by the being in question that brought
own time. The Exarchs will find you," the voice said without their souls back. There are very few instances where a huí
another word. dào is forced to serve whatever brought them back. There are
other instances where beings powerful enough will claim
----Carrick being chosen by Belial, in a dream sequence. ownership of the huí dào's soul and body for their own ends.
Bending History
The huí dào happen to develop mastreful abilities in both the
air bending and water bending arts alike. It is unclear on how
or why they become specific to those elements, but many
believe that it is due to the fact that those two elements are
more related to the spirit world than that of the other
elements.

Varying Outcomes Yìcháng Features
Unlike the yìcháng, the huí dào are not exclusive to humans Ability Score Increases. Your Intelligence & Wisdom scores
alone, but there still seems to be a specific distinction. Huí
dào have been seen to come from humans, elves, dwarves, increase by 1, and your Dexterity score increases by 1.
half-elves, half-dwarves, and some dejīng. No other races Age. The huí dào are the same age as they were when they
have been revealed to have become a member of the huí dào
race. died, and tend to be immortal.
Alignment. Most huí dào tend towards the alignment best
This distinction tends to be even more confusing than that
of the yìcháng. With the yìcháng, it was oddly specific to be fitted for whatever purpose they see fit to achieve in their
humans, but at least there was the remote possibility of new chance at life.
seeing a pattern or reasoning. But in the case of the huí dào, Size. Huí dào are the same size as the creature they were
it seems completely and utterly random in these distinctions. before their death. Your size is Medium.
Why these races in particular? What makes them so special Speed. Your base walking speed is 35 feet.
in this manner? Is there a secret and unforeseen connection Re-Living. You may not be undead but you have been
between these races? Or is this just some mad game, and touched with death's kiss. You are resistant to Dark Spirit
we're just the pawns? No one may ever know the answer, or damage.
even come close to finding the right question. New found Insight. You gain proficiency in the Acrobatics,
Insight, and History Skills.
No People The Blind Ones. You have advantage on all perception
The huí dào often don't form communities with each other, checks that are based off of smell and sound. You don't
preferring to live completely solitary lives. Many have been have disadvantage on perception checks that rely on sight,
known to take residence among the air nomads of the Air but you can never get advantage either.
Nation and the elders of the Water Tribes. Those who Aura Sight. You have a chance to be able to sense the aura of
immigrate to these areas are seeking enlightenment in a other creatures, possibly giving you insight into their
world in which they can no longer perceive, seeking the motives and alignment. This can even help you discern if
guidance of those who know more about the natural and someone is telling the truth or not.
spiritual world. Spiritual Relations. The huí dào have no real spiritual belief
besides their belief that they were brought back for a
However, there are rare occasions where some huí dào will reason. You have neither advantage or disadvantage on
find each other and never leave each other, for they are the charisma (persuasion) checks when dealing with spirits of
only ones who can relate to each other, and they don't want to all kinds.
feel alone anymore or ever again. Languages. You can only speak and understand Oriental
Common, the language of your race, and a special form of
Huí dào Names Huí dào Braille. You are incapable of reading written
The huí dào use the same names or naming conventions of scripts.
the race that they once belonged prior to their death. Few huí
dào decide to take new names of the culture they reside in,
but it is not completely uncommon.

Jiànzào Bartered and Traded

In his workshop deep within the walls of Ba Sing Se, The jiànzào were an amazing feat of engineering
Gazpaccio the Toy Maker, worked tirelessly in his workshop, and life itself, but many couldn't see past their own
coming up with his new designs for small autonomous toys greed. What was supposed to be a new age
that all the children would enjoy. On that stormy night, a became nothing more than the next big household
stranger entered his shop, and thus it began. "Sorry, we're convenience. When the jiànzào began to appear
closed, you'll have to come back tomorrow morning," out of nowhere, with no memory of where they
Gazpaccio said politely. The stranger walked about his shop, came from other than a name, the rich and
observing and almost examining his creations. "You are quite powerful began to collect these lost automatons,
loved by the children here, loved for your creations, for your and sold them as the equivalent of slaves.
"toys" that bring happiness and joy to them," the stranger
said in an unsettling tone. "I suppose so, I only wish to bring Many were sold to nobles, becoming household
joy to the world. Seeing their smiles is the highlight of my servants. Some were sold to generals and warlords
life," Gazpaccio said. The stranger wondered a bit more, then to become efficient and fearless warriors. And few
turned to look at Gazpaccio. "What if I told you, that I could were bought by members of the Air Nation, so that
offer you the capability of making your creations truly come the few that they could liberate, could be set free
to life," the stranger said. "How do you mean?" Gazpaccio to make their own path with no masters.
asked the man, quite puzzled. The stranger held out a small,
glass sphere. It had a gold ring that circle the epicenter of the The clicking and turning of gears, the sounds of grinding
sphere. The sphere itself was filled with a swirling and metal and an imagery of fine clothing, a mask with eyes so
glowing energy. "What in creation’s name is that?" Gazpaccio hollow, with a mechanical voice that speaks straight to the
said while examining the sphere. "This is what I call a chi point, these are the traits of the jiànzào. These automatons
orb, an orb infused with spiritual energy, an orb that can give were said to have been created by an ancient toy maker who
life itself. I can teach you how to make this, for a price." resided within Ba Sing Se. No one really knows how this feat
Gazpaccio pondered for a moment, imagining the chance to was accomplished, but it resulted in a new race of
be able to create life in the form of his clockworks. "Name humanoids.
your price," Gazpaccio said with confidence. The stranger Bending History
grinned. "When you have crafted such a being, I want you to While it is unknown whether the jiànzào actually of a soul or
design the second one for me," the man said. "What will you not, or at least the sense of one that all humanoids have, it is
do with it?" Gazpaccio said nervously. The stranger looked at known that they have the ability to develop bending
Gazpaccio with a small sneer. "That is my own business. techniques from their heart like chi orbs. All jiànzào have
Now, do we have a deal?" as the stranger held the sphere out been known to bend any element, but many have seen to
to Gazpaccio. Gazpaccio stood there for a moment, thinking become masters in the air bending arts, perhaps for the
to himself of what this stranger might do with his creation, he reason that many air nomads free the jiànzào from their
didn't even know who this stranger was. A strange man unrightful captivity.
comes to your place of business in the middle of a stormy
night, that would reveal some red flags. But Gazpaccio was
determined and unwavering in his decision. "Deal."

----Gazpaccio striking a deal with Belial.

No Homes Blue Chi Orb
The jiànzào have no home to call their own. When they aren't
in the forced service of another, they often wander the The color blue signifies the ever flowing waves of the element
vastness of a world that is completely unbeknownst and alien of water. The jiànzào who develop bending techniques with a
to them. Many look for a purpose in their seemingly endless chi orb of this type awaken the water bending arts within
lives, and many just wish to be left alone from the ire and them.
greed of others.
Green Chi Orb
There are few, however, who willingly go into the service of
certain noble households who treat them with respect and The color green signifies the solid mountains of the element
not as an object. These jiànzào are generally treated like of earth. The jiànzào who develop bending techniques with a
people, paid with fair wages, and are provided homes among chi orb of this type awaken the earth bending arts within
their noble's household. In some ways, this is what a jiànzào them.
will determine as their family, and would protect them from
those who might want to hurt them, no matter the cost. Red Chi Orb

The Legend of Mechanus The color red signifies the voltaic heart of the element of fire.
Though the jiànzào have no memory other than their The jiànzào who develop bending techniques with a chi orb of
designated name, many often see visions and glimpses of a this type awaken the fire bending arts within them.
place that they might belong or truly come from. The jiànzào
refer to this place as Mechanus, a realm of moving gears and White Chi Orb
turning metal, a place in which they might be fully accepted.
The color white signifies the ever shifting winds of the
Many have theorized that this is where the jiànzào originate element of air. The jiànzào who develop bending techniques
from. Falling to the material plane from Mechanus for with a chi orb of this type awaken the air bending arts within
observation of the mortal world. Others believe that there them.
used to be an ancient group of jiànzào who created the realm
of Mechanus, as a world for themselves. None of these Black Chi Orb
theories have ever been proven, but Mechanus is known to
exist in the great cosmology, that is without question or The black chi orb is the rarest of all orbs to be
debate. found within a jiànzào. The color black signifies the
kinetic energy of the element of void. These
Chi Orbs jiànzào don't generally reside within the societies
Every jiànzào has a chi orb that seems to serve as their power of other humanoids, and prefer to live solitary lives
supply and overarching source of life. These orbs seemingly away from everyone. These jiànzào are also the
have an endless supply of spiritual energy, but this is not the least likely to ever become captive to other
most interesting aspect of these orbs. humanoids due to their sheer capability of power
and destruction.
Every jiànzào has the capability of awakening bending
techniques, drawing from the reservoir of energy within their Jiànzào Names
orbs. Every chi orb seems to come in a different color. These All jiànzào are born with a name that they already know and
colors include the vibrant variations of Blue, Green, Red, and call their own. These names often resemble mechanical or
White. These colors often signify the element in which that metal materials. Many take on human naming conventions to
particular jiànzào can awaken bending powers in. make themselves feel more appropriate in humanoid
societies of the material plane.

Known Jiànzào Names

Bishop, Brassen, Coeper, Deacon, Goldre, Ironair, Kane,
Pawn, Rooke, Ruster, Silvor, Steele

Jiànzào Features
Ability Score Increases. Your Constitution score increases

by 3, and your Intelligence score increases by 1.
Age. It seems that the jiànzào are built at maturity and don't

seem to show any signs of degrading.
Alignment. Most jiànzào tend to have True Neutral

alignments, but many have been known to lead towards
Good and Evil from time to time.
Size. No matter the design of your body, you are classified as
a medium sized creature, roll for the following:

Size Modifier = 2d6
Height = 5 feet + 6 inches + your size modifier in inches
Weight in pounds = 220 + (4 x your size modifier)

Speed. Your base walking speed is 40 feet.
Sentry's Rest. When you take a long rest, you must spend at

least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn’t
render you unconscious, and you can see and hear as
normal.
Perfect Design. You were designed with the utmost care and
detail to a point of mechanical perfection, gaining the
following benefits:

Your are immune to Poison damage and the poisoned
condition (as well as Disease and Age)
You don’t require eat, drink, or breath
You don’t require sleep
Your are immune to being Frightened

Integrated Protection. Your body has built-in defensive
layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency.
To don armor, you must incorporate it into your body over
the course of 1 hour, during which you must remain in
contact with the armor. To doff armor, you must spend 1
hour removing it. You can rest while donning or doffing
armor in this way.
While you live, your armor can't be removed from your
body against your will.

Designated Purpose. You gain one Skill Proficiency and one
Tool Proficiency of your choice.

Metal is to Blood. The jiànzào have no blood, therefore they
are immune to the effects of bloodbending. However, they
are as vulnerable to metal bending as other humanoids are
to blood bending.

Spiritual Relations. Having no spirit of their own to show for
themselves, the spirits don't recognize them as alive. You
have disadvantage on charisma (persuasion) when dealing
with spirits of all kinds.

Languages. You can speak, read, and write Oriental
Common, one language of your choice, and one exotic
language of your choice.


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